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Suggestions regarding Battle Monk's future rework.

Discussion in 'General Suggestions' started by Ya_Knuckles, May 23, 2025.

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  1. Ya_Knuckles

    Ya_Knuckles Travelled Adventurer

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    Introduction:
    The Battle Monk archetype has been talked about a lot (and not really in a positive way. just look at the general Discord). And I know that there is a rework planned for Battle Monk. So, that's why I want to give a suggestions that could be useful for a rework. I'm going to do this by giving potential updates to almost every ability in the entire Battle Monk tree.
    However: I'm not asking or saying that everything I mention should be added/implemented, these suggestions are more for giving new ideas. There are some suggestions that are also less important than others (and I will say it when I think that an ability should be reworked)
    Also: The names I give to certain abilities are not final and most of the time they are bad. The names of abilities are more there for the sake of having names.
    And I won't be taking balancing into the mix, so I won't give damage values. This is more for fun

    Philosophy used:
    Battle Monk should be a close ranged combo-like archetype. This means you want to be on the offensive as much as possible, yet it shouldn't kill everything in 1 hit. The spells and abilities need synergy to achieve this. The abilities should also provide everything needed to be aggressive and close ranged. It is similar to acrobat, but more tanky and less DPS in return. Battle Monk should also be complex in its own way, yet still inviting for new players.

    Achieving this is hard. Still though, Battle Monk at the moment has already nailed quite a bit of this philosophy. But still, changed are needed. It lacks an identity which is mostly the cause of lackluster Red- and Blue Nodes. So most of the important changes will be changes towards the red and blue nodes.

    Now for the actual changes/suggestions:

    Ability Tree:
    - Half-Moon-Swipe (blue node) -> Dubble-Moon-Strike (blue node):
    Low importance
    Uppercut will now do a horizontal swipe into a vertical uppercut. So this is like a combination of the current half-moon-swipe and the current standard uppercut. The first swipe will also try to knock enemies into the latter uppercut hit.

    - Air Shout will remain, but it should be swapped with Generalist.

    - Generalist (red node) -> Mystic Arts (red node):
    Generalist should be changed, so high importance
    Hitting a mob will apply +5 string charge (max 75), 5 string charge decays per second. Hitting a mob with 25 or more string charge with your Main Attack will make you absorb all string charge. For every string charge absorbed, gain 0.25 mana and +0.25% spell damage to your next spell (max 25%)

    This node will replace Discombobulated. It has a few qualities from Generalist (mana gain), while also providing increased damage. On top of that, it incentivizes offensive gameplay, since you want to get as much as possible out of string charge

    - Aerodynamics will stay as is. But maybe it should cost 1 AP or it should be a bit faster, since right now it is quite slow compared to the old charge (and it costs 2 AP, so that's quite expensive when you realize it is much slower than the old charge).

    - Counter (purple node) -> Combo Breaker (purple node):
    medium importance
    Getting hit more than 10 times or for more than 25% of your max hp within 3 seconds will grant you 75% Resistance + Knockback Immunity for 2 seconds. In addition, hit all nearby mobs with a powerful counter attack. Cooldown: 10 seconds

    Counter as it is right now it directly attached to the agility skill. That shouldn't be the case in my opinion. On top of that, the counter-attack should be stronger than it is now. Now it doesn't do much. I hope that this will make it better.

    - Riposte will now increase the strength of the counter attack of Combo Breaker, or it will increase the duration of the resistance and knockback immunity buffs.

    People are going to hate me for this,
    but Flying Kick is going to stay. It is also because there are a lot of people who like it/like the idea (like me). On top of that, I'm willing to work something out with flying kick with future abilities.
    However: the damage should be higher (the have done this with the latest Collide rebalance, but I'm going to sack Collide in this suggestion)

    -Collide (purple node) -> Aerial Technique (purple node):
    medium importance
    When using charge while looking at a mob (range +-15 blocks, or about as much charge range. This is omnidirectional), rush towards the mob and deal a devastating blow when slamming into them. This blow has no knockback, and you get a slight hover after hitting the mob (cancel by pressing shift). This gives time for a follow up/multiple follow ups. Cooldown: 10 seconds

    If Flying Kick stays, I want something that can help incentivize with aerial combat/combo oriented combat. It is on a cooldown, but don't worry, there is more to come.

    - Whirlwind Strike (red node) -> Whirling Uppercut (red node):
    importance low
    Uppercut will do 2 rising spinning kicks that lift the player and mobs into the air. When reaching the apex of the height, finish with an uppercut that sends mobs diagonally away. Hold shift to stay on the ground / not rise into the air.

    This uppercut generally behaves like the old Whirlwind Strike. It will work the same with Aerodynamics.
    It will always lift players up that aren't airborne (under 1.25 blocks of the ground)
    When Airborne it will lift players higher, but only once. But this resets when you hit a mob with Aerial Technique
    So this will give Aerial Combos to flying enemies/enemies that can be knocked into the air.

    - Tempest and Spirit of The rabbit will stay the same as they are now. But Spirit of the rabbit and Radiant Devotee will swap positions in the ability tree.

    - Radiant Devotee (white node) -> Master of Mana (white node):
    medium importance
    Increase the mana gain from absorbing string charge by +0.15 and increase the spell damage increase cap by +10%.

    - Cyclone (purple node) -> Battling Supercharge (red node):
    high importance
    Increase the cap of String Charge by +75 and increase the minimum amount of string charge to absorb by +25.
    When absorbing 1000 string charge, gain Battling Supercharge.
    When active gain 5 mana and restore 2.5% of your maximum hp per second. Additionally, reduce all cooldown durations of you and nearby teammates by 25%.
    Duration 20~30 seconds.
    You can charge up for another activation of Battling Supercharge while it is already active.

    Having a bar to see how much string charge has been absorbed would be nice.

    - Discombobulated (red node) -> Unleash (blue node):
    high importance
    When Battling Supercharge is active, casting any of your spells while holding shift will unleash a powerful upgraded version of set spell at the cost of expiring your Battling Supercharge.
    - Charge: Fly through mobs (will override Flying Kick and Aerial Technique) while heavily damaging them and knocking them away.
    - Bash: Cast one big Bash that will send mobs flying.
    - Uppercut: Create a violent vortex in the air in front of you (ball shaped). Mobs are pulled into the vortex and repeatedly damaged. Duration 3-5 seconds.
    - War Scream: Cast a powerful stomp that quakes the ground, sending mobs straight up into the air while heavily damaging them.

    This will be more of a combo finisher/powerful attack that you can release. And I thought I sounds cool.

    - Thunderclap (blue node) -> Bash Combo (purple node):
    low importance
    Bash now sends out 2 bash strikes (1 from the left and 1 from the right) and then finishes with a bash in the middle. The bash in the middle will have its damage increased by +25% (max 100%) for every mob hit by the other bashes.
    Works with Quadruple Bash. Now it sends out +2 small bashes and makes the damage increase cap of the final Bash to 150%.

    Gonna be honest. This last one has no synergy with anything, but it can be aimed omnidirectional. I couldn't really think of much else for thunderclap, but I want something different than just another War Scream.
    Maybe It could be something thunder related, like striking enemies from below in a certain area. Or maybe an upward hitbox that hits a few times, Idk I can't really think of much here.

    Last Thoughts:
    I do want to say, I really enjoy what Battle Monk has to offer right now. But I can also feel that there are some things missing, mainly in Generalist and Discombobulated. That's also the reason I made all of this, and this is just my thoughts going for possibly interesting ideas. I really hope Battle Monk gets to be in the spotlight again some day.
    Anyway, I hope this post/thread isn't too long and that it is readable. And that's it from me, so thank you for making it this far. So yeah, idk how to finish this post
     
  2. Deusphage

    Deusphage but a beast Modeler Builder

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    Creator Karma:
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    renaming them is unnecessary
     
  3. Elytry

    Elytry Spitballer of the Architects

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    yes but it makes discussion of the proposed changes much easier
    150 max but it needs a 1000 to activate
    so is this total?
    or does it mean 100
    ultimate end tree node that lowers flexibity?

    other than the fact removing generalist would make it hard to uppercut surf in any way, this seems nice
     
    Ya_Knuckles likes this.
  4. Ya_Knuckles

    Ya_Knuckles Travelled Adventurer

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    Yes, I meant 1000 total.

    Fair point, increasing the minimum doesn't really add anything anyways. So the increase shouldn't be there.
     
    Elytry likes this.
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